Outdated[VB.NET] GlowEsp

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[VB.NET] GlowEsp
Hi! Basically just converted C++ source to VB. A bunch of useless code, because i haven't gotten rid of it yet. Enjoy! (Haven't tested VAC)

Pastebin

or

http://pastebin.com/SnGQ6bxL

Edit: Credits: Google (IDK who made the C++ source)
help /? /? i paste code in console but not work? i pmd mods that is borkeded
Nice! I took a look at code, you can implement, triggerBot and BunnyHop, just need to take a look at source, almost "everything" is "done"
Quote Originally Posted by PhY'z View Post
Nice! I took a look at code, you can implement, triggerBot and BunnyHop, just need to take a look at source, almost "everything" is "done"
In fact, I already made vb trigger/bunnyhop XD I just took them out.
Looks like my Source :3

https://bitbucket.org/wasseresser/in...licrelease/srcⓘ

C++ Code if anyone interested, contains more than just Glow

Code:
/* 
File:						inVincibleV2PublicRelease.exe
Version:					2.5
State:						Final Release
Language:					C++
Creator:					WasserEsser
Thanks to:					
							- PsychoBitch
							- d366
							- learn_more
							- Geertje123
							- ChrisHD aka darkwrath505 
							- Yazzn
							- morsisko
							- Roskonix
							- pycache
							- HaZeeFFeCt
							- Levak
							- E1oz
Note:						This is the last Version of inVincibleV2PublicRelease. 
							Feel free to use this for your own learning experience since this has helped me so much. 
							I was able to learn so much throughout the Project inVincible so far. 
							Thanks to the awesome ************* Community and Spotify.
							I can't wait to release inVincibleV3PublicRelease! 
							But it will take a while ;)

							Thanks.
*/

/* Includes */
#include "inVincible.h"
#include <iostream>
#include <Windows.h>
#include <TlHelp32.h>
#include <msclr\marshal.h>
#include "ProcMem.h"
#include "OffsetsAndVariables.h"

/* Creating an Object of ProcMem */
ProcMem Mem;

/* Threading Related */
#pragma comment(lib, "user32.lib")

/* Namespaces */
using namespace std;
using namespace System;
using namespace System::Windows::Forms;
using namespace System::Threading;
using namespace msclr::interop;

/* Function Prototypes */
void GetKeyInput();
void ReadData();
void GlowESP();
void NoFlash();
void Bunnyhop();
void Triggerbot();
void Radar();
void TriggerShot();
void TriggerBurst();
GlowStruct GetTeamColor();
GlowStruct GetEnemyColor();

/* Defining Colors */
GlowStruct CRed = { 0.4f, 0.f, 0.f, 1.f, true, false };
GlowStruct CGreen = { 0.f, 0.4f, 0.f, 1.f, true, false };
GlowStruct CBlue = { 0.f, 0.f, 0.4f, 1.f, true, false };
GlowStruct CYellow = { 0.4f, 0.4f, 0.f, 1.f, true, false };
GlowStruct COrange = { 1.f, 0.4666f, 0.f, 1.f, true, false };
GlowStruct CPurple = { 0.3647f, 0.f, 1.f, 1.f, true, false };
GlowStruct CWhite = { 1.f, 1.f, 1.f, 1.f, true, false };

/* Array of GlowColors */
GlowStruct GlowColors[7] = { CRed, CGreen, CBlue, CYellow, COrange, CPurple, CWhite };

/* Main Function */
[STAThread]
void Main(array<String^>^ args) 
{
	/* Set Process to use (csgo.exe) */
	Mem.Process("csgo.exe");

	/* Set Module and store it in Client */
	Client = Mem.Module("client.dll");

	/* Define and start Threads for each function */

	ThreadStart ^ t_ReadData = gcnew ThreadStart(&ReadData);
	Thread ^ ReadDataThread = gcnew Thread(t_ReadData);
	ReadDataThread->Start();

	ThreadStart ^ t_GlowESP = gcnew ThreadStart(&GlowESP);
	Thread ^ GlowESPThread = gcnew Thread(t_GlowESP);
	GlowESPThread->Start();

	ThreadStart ^ t_NoFlash = gcnew ThreadStart(&NoFlash);
	Thread ^ NoFlashThread = gcnew Thread(t_NoFlash);
	NoFlashThread->Start();

	ThreadStart ^ t_Bunnyhop = gcnew ThreadStart(&Bunnyhop);
	Thread ^ BunnyhopThread = gcnew Thread(t_Bunnyhop);
	BunnyhopThread->Start();

	ThreadStart ^ t_Triggerbot = gcnew ThreadStart(&Triggerbot);
	Thread ^ TriggerbotThread = gcnew Thread(t_Triggerbot);
	TriggerbotThread->Start();

	ThreadStart ^ t_Radar = gcnew ThreadStart(&Radar);
	Thread ^ RadarThread = gcnew Thread(t_Radar);
	RadarThread->Start();

	ThreadStart ^ t_KeyInput = gcnew ThreadStart(&GetKeyInput);
	Thread ^ KeyInputThread = gcnew Thread(t_KeyInput);
	KeyInputThread->Start();

	/* Display the Graphical User Interface */
	Application::EnableVisualStyles();
	Application::SetCompatibleTextRenderingDefault(false);

	inVincibleV2PublicRelease::inVincible form;
	Application::Run(%form);

	/* Terminate Threads when the program is exited */

	ReadDataThread->Abort();
	GlowESPThread->Abort();
	NoFlashThread->Abort();
	BunnyhopThread->Abort();
	TriggerbotThread->Abort();
	RadarThread->Abort();
	KeyInputThread->Abort();
}

/* -------------------- */
/* GetKeyInput Function */
/* -------------------- */

void GetKeyInput()
{
	/* Start an infinite loop */
	while (true)
	{
		/* Check if TriggerToggleCheckbox is enabled && TriggerKey is pressed */
		if (TriggerToggleCheckbox && GetAsyncKeyState(TriggerKey) & 1)
			/* If TriggerKey is pressed, toggle the TriggerToggle bool */
			TriggerToggle = !TriggerToggle;

		/* Sleep to reduce CPU usage and to prevent it from toggling it x times a second */
		Sleep(500);
	}
}

/* ----------------- */
/* ReadData Function */
/* ----------------- */

/* Reads non-individual data (now only when necessary) */
void ReadData()
{
	/* Start an infinite loop */
	while (true)
	{
		/* Reads data everytime we go through the loop */

		/* LocalBase */
		LocalBase = Mem.Read<DWORD>(Client + LocalPlayer);

		/* LocalPlayer_Team */
		LocalPlayer_Team = Mem.Read<int>(LocalBase + m_iTeamNum);

		if (GlowEnabled)
			/* GlowPointer */
			GlowPointer = Mem.Read<DWORD>(Client + GlowObjectBase);

		if (TriggerEnabled)
		{
			/* inCross */
			inCross = Mem.Read<int>(LocalBase + m_iCrossHairID);

			/* Trigger_EntityBase */
			Trigger_EntityBase = Mem.Read<DWORD>(Client + EntityList + ((inCross - 1) * 16));

			/* Trigger_EntityBase_TeamID */
			Trigger_EntityBase_TeamID = Mem.Read<int>(Trigger_EntityBase + m_iTeamNum);
		}		

		if (NoFlashEnabled)
			/* FlashMaxAlpha */
			FlashMaxAlpha = Mem.Read<float>(LocalBase + flashMaxAlpha);

		if (BunnyEnabled)
			/* fFlags */
			fFlag = Mem.Read<byte>(LocalBase + m_fFlags);

		/* Sleep to reduce CPU usage */
		Sleep(1);
	}
}

/* ----------------- */
/* Glow ESP Function */
/* ----------------- */

/* What data are we even writing to? */

/*

Mem.Write<float>((GlowPointer + ((g_currentPlayer_GlowIndex * 0x34) + 0x4)), 0.f);    <--------------- How strong should the RED color be represented?   (Atleast i think that's how it is)		0.f -> 1.f (float)
Mem.Write<float>((GlowPointer + ((g_currentPlayer_GlowIndex * 0x34) + 0x8)), 0.f);    <--------------- How strong should the GREEN color be represented? (Atleast i think that's how it is)		0.f -> 1.f (float)
Mem.Write<float>((GlowPointer + ((g_currentPlayer_GlowIndex * 0x34) + 0xC)), 0.f);    <--------------- How strong should the BLUE color be represented?  (Atleast i think that's how it is)		0.f -> 1.f (float)
Mem.Write<float>((GlowPointer + ((g_currentPlayer_GlowIndex * 0x34) + 0x10)), 1.f);   <--------------- Alpha																					0.f -> 1.f (float)
Mem.Write<bool>((GlowPointer + ((g_currentPlayer_GlowIndex * 0x34) + 0x24)), true);   <--------------- RenderWhenOccluded																	    true/false (bool)
Mem.Write<bool>((GlowPointer + ((g_currentPlayer_GlowIndex * 0x34) + 0x25)), false);  <--------------- RenderWhenUnoccluded																		true/false (bool)

*/

/* GetTeamColor Function */
GlowStruct GetTeamColor()
{
	/* If GlowTeamColor is not valid */
	if (GlowTeamColor <= 0 || GlowTeamColor > 7)
		/* Set the default color == red */
		return CGreen;
	/* If GlowTeamColor is valid, return the selected color from the array */
	return GlowColors[GlowTeamColor - 1];
}

/* GetEnemyColor Function */
GlowStruct GetEnemyColor()
{
	/* If GlowEnemyColor is not valid */
	if (GlowEnemyColor <= 0 || GlowEnemyColor > 7)
		/* Set the default color == red */
		return CRed;
	/* If GlowEnemyColor is valid, return the selected color from the array */
	return GlowColors[GlowEnemyColor - 1];
}

/* DrawGlow Function to make our life easier */

/* Passing the GlowIndex of the current player and the Color */
void DrawGlow(int GlowIndex, GlowStruct Color)
{
	/* Take the passed GlowIndex of the current player, and the defined color and draw the Glow */
	Mem.Write<float>((GlowPointer + ((GlowIndex * 0x34) + 0x4)), Color.r);
	Mem.Write<float>((GlowPointer + ((GlowIndex * 0x34) + 0x8)), Color.g);
	Mem.Write<float>((GlowPointer + ((GlowIndex * 0x34) + 0xC)), Color.b);
	Mem.Write<float>((GlowPointer + ((GlowIndex * 0x34) + 0x10)), Color.a);
	Mem.Write<bool>((GlowPointer + ((GlowIndex * 0x34) + 0x24)), Color.rwo);
	Mem.Write<bool>((GlowPointer + ((GlowIndex * 0x34) + 0x25)), Color.rwuo);
}

/* Enable the Spectator Glow (also known as X-Ray) */
void GlowESP()
{
	/* Start an infinite loop */
	while (true)
	{
		/* If Glow is enabled and either ShowTeam or ShowEnemys is turned on */
		if (GlowEnabled && (GlowShowTeam || GlowShowEnemys))
		{
			/* Loop through Entitys */
			for (int g = 0; g < 64; g++)
			{
				/* Read data related to the Glow ESP */

				/* Read the current player's address in memory */
				DWORD g_currentPlayer = Mem.Read<DWORD>(Client + EntityList + ((g - 1) * 16));

				/* Read if the Entity is dormant */
				bool g_currentPlayer_Dormant = Mem.Read<bool>(g_currentPlayer + isDormant);

				/* Only read this data if the current entity is not dormant to reduce CPU usage */
				if (!g_currentPlayer_Dormant)
				{
					/* Glow Index of the current player */
					g_currentPlayer_GlowIndex = Mem.Read<int>(g_currentPlayer + GlowIndex);

					/* Read the current player's team */
					g_currentPlayer_Team = Mem.Read<int>(g_currentPlayer + m_iTeamNum);
				}

				/* Glow ESP */

				/* If current entity is not dormant && GlowShowTeam is enabled && current entity is in my team */
				if (!g_currentPlayer_Dormant && GlowShowTeam && g_currentPlayer_Team == LocalPlayer_Team)
					/* Pass the g_currentPlayer_GlowIndex and the Color through the GetTeamColor Function and draw the Glow */
					DrawGlow(g_currentPlayer_GlowIndex, GetTeamColor());
				/* If current entity is not dormant && GlowShowEnemys is enabled && current entity is in the opposing team */
				if (!g_currentPlayer_Dormant && GlowShowEnemys && g_currentPlayer_Team != LocalPlayer_Team)
					/* Pass the g_currentPlayer_GlowIndex and the Color through the GetEnemyColor Function and draw the Glow */
					DrawGlow(g_currentPlayer_GlowIndex, GetEnemyColor());

				/* Sleep to reduce CPU usage*/
				Sleep(1);
			}
		}
		else
			/* Sleep to reduce CPU usage */
			Sleep(1);
	}
}

/* ------------------- */
/* Triggerbot Function */
/* ------------------- */

/* Triggerbot Function itself */
void Triggerbot()
{
	/* Start an infinite loop */
	while (true)
	{
		/* Check if Triggerbot is enabled && a player is in my crosshair && either Toggle ON || Key pressed && either Teamcheck ON && entity in the opposing Team || !Teamcheck */
		if ((TriggerEnabled && (inCross > 0 && inCross <= 64) && Trigger_EntityBase_TeamID != NULL) && ((TriggerToggleCheckbox && TriggerToggle) || (!TriggerToggleCheckbox && GetAsyncKeyState(TriggerKey) & 0x8000)) && ((TriggerTeamcheck && Trigger_EntityBase_TeamID != LocalPlayer_Team) || !TriggerTeamcheck))
		{
			/* If TriggerBurstCheckbox is enabled */
			if (TriggerBurstCheckbox)
				/* Burst */
				TriggerBurst();
			else
				TriggerShot();
		}
		 
		/* Sleep to reduce CPU usage */
		Sleep(1);
	}
}

/* Shoot Function */
void TriggerShot()
{
	/* TriggerDelay */
	Sleep(TriggerDelay);

	/* If TriggerUseWriteProcessMemory is enabled */
	if (TriggerUseWPM)
		/* +attack */
		Mem.Write<int>(Client + attack, 1);
	/* If TriggerUseWriteProcessMemory is not enabled (Use mouse_event) */
	else
		/* Simulate a left mouse click */
		mouse_event(MOUSEEVENTF_LEFTDOWN, NULL, NULL, NULL, NULL);

	/* Sleep 10 ms to make sure the shot gets through */
	Sleep(10);

	/* If TriggerUseWriteProcessMemory is enabled */
	if (TriggerUseWPM)
		/* -attack */
		Mem.Write<int>(Client + attack, 0);
	/* If TriggerUseWriteProcessMemory is not enabled (Use mouse_event) */
	else
		/* Simulate a left mouse release */
		mouse_event(MOUSEEVENTF_LEFTUP, NULL, NULL, NULL, NULL);
}

/* Burst Function */
void TriggerBurst()
{
	for (int b = 0; b < 3; b++)
	{
		Sleep(TriggerDelay);
		TriggerShot();
		Sleep(TriggerBurstDelay);
	}
}

/* ----------------- */
/* Bunnyhop Function */
/* ----------------- */

void Bunnyhop()
{
	/* Start an infinite loop */
	while (true)
	{
		/* Check if Bunnyhop is enabled && BunnyKey is pressed */
		if (BunnyEnabled && GetAsyncKeyState(BunnyKey))
		{
			/* Check if (jumping || jumping && walking || jumping && crouching || jumping && walking && crouching) */
			/* Don't quote me on this comment above please, this is what i think it is, never checked it */
			if (fFlag == 1 || fFlag == 3 || fFlag == 5 || fFlag == 7)
			{
				/* Check if BunnyUseWriteProcessMemory is enabled */
				if (BunnyUseWPM)
				{
					/* +jump */
					Mem.Write<int>(Client + jump, 1);
				}
				/* If BunnyUseWriteProcessMemory is not enabled (Use keybd_event) */
				else
				{
					/* Simulate a space press */
					keybd_event(VK_SPACE, 0x39, NULL, NULL);
				}

				/* Sleep sixty milliseconds */
				Sleep(50);

				/* Check if BunnyUseWriteProcessMemory is enabled */
				if (BunnyUseWPM)
				{
					/* -jump */
					Mem.Write<int>(Client + jump, 0);
				}
				/* If BunnyUseWriteProcessMemory is not enabled (Use keybd_event) */
				else
				{
					/* Simulate a space release */
					keybd_event(VK_SPACE, 0x39, KEYEVENTF_KEYUP, NULL);
				}
			}
		}

		/* Sleep to reduce CPU usage */
		Sleep(1);
	}
}

/* ----------------- */
/* No Flash Function */
/* ----------------- */

void NoFlash()
{
	/* Start an infinite loop */
	while (true)
	{
		/* Check if NoFlash is enabled && LocalPlayer is flashed */
		if (NoFlashEnabled && FlashMaxAlpha > 0.f)
			/* Remove Flash by setting the value back to 0.f */
			Mem.Write<float>(LocalBase + flashMaxAlpha, 0.f);

		/* Sleep to reduce CPU usage */
		Sleep(1);
	}
}

/* ----- */
/* Radar */
/* ----- */

void Radar()
{
	/* Start an infinite loop */
	while (true)
	{
		/* Check if Radar is enabled */
		if (RadarEnabled)
		{
			/* Loop through Entitys */
			for (int r = 0; r < 64; r++)
			{
				/* Read data related to the Radar Hack */

				/* r_currentPlayer */
				DWORD r_currentPlayer = Mem.Read<DWORD>(Client + EntityList + ((r - 1) * 16));
				/* r_currentPlayerDormant */
				bool r_currentPlayerDormant = Mem.Read<bool>(r_currentPlayer + isDormant);
				/* r_currentPlayerbSpotted */
				bool r_currentPlayerbSpotted = Mem.Read<bool>(r_currentPlayer + bSpotted);

				/* Check if current entity is not dormant && not spotted yet */
				if (!r_currentPlayerDormant && !r_currentPlayerbSpotted)
					/* Set bSpotted to true */
					Mem.Write<bool>(r_currentPlayer + bSpotted, 1);

				/* Sleep to reduce CPU usage */
				Sleep(1);
			}
		}
		else
			/* Sleep to reduce CPU usage */
			Sleep(1);
	}
}
Quote Originally Posted by WasserEsser View Post
Looks like my Source :3

https://bitbucket.org/wasseresser/in...licrelease/src

C++ Code if anyone interested, contains more than just Glow

Code:
/* 
File:						inVincibleV2PublicRelease.exe
Version:					2.5
State:						Final Release
Language:					C++
Creator:					WasserEsser
Thanks to:					
							- PsychoBitch
							- d366
							- learn_more
							- Geertje123
							- ChrisHD aka darkwrath505 
							- Yazzn
							- morsisko
							- Roskonix
							- pycache
							- HaZeeFFeCt
							- Levak
							- E1oz
Note:						This is the last Version of inVincibleV2PublicRelease. 
							Feel free to use this for your own learning experience since this has helped me so much. 
							I was able to learn so much throughout the Project inVincible so far. 
							Thanks to the awesome ************* Community and Spotify.
							I can't wait to release inVincibleV3PublicRelease! 
							But it will take a while ;)

							Thanks.
*/

/* Includes */
#include "inVincible.h"
#include <iostream>
#include <Windows.h>
#include <TlHelp32.h>
#include <msclr\marshal.h>
#include "ProcMem.h"
#include "OffsetsAndVariables.h"

/* Creating an Object of ProcMem */
ProcMem Mem;

/* Threading Related */
#pragma comment(lib, "user32.lib")

/* Namespaces */
using namespace std;
using namespace System;
using namespace System::Windows::Forms;
using namespace System::Threading;
using namespace msclr::interop;

/* Function Prototypes */
void GetKeyInput();
void ReadData();
void GlowESP();
void NoFlash();
void Bunnyhop();
void Triggerbot();
void Radar();
void TriggerShot();
void TriggerBurst();
GlowStruct GetTeamColor();
GlowStruct GetEnemyColor();

/* Defining Colors */
GlowStruct CRed = { 0.4f, 0.f, 0.f, 1.f, true, false };
GlowStruct CGreen = { 0.f, 0.4f, 0.f, 1.f, true, false };
GlowStruct CBlue = { 0.f, 0.f, 0.4f, 1.f, true, false };
GlowStruct CYellow = { 0.4f, 0.4f, 0.f, 1.f, true, false };
GlowStruct COrange = { 1.f, 0.4666f, 0.f, 1.f, true, false };
GlowStruct CPurple = { 0.3647f, 0.f, 1.f, 1.f, true, false };
GlowStruct CWhite = { 1.f, 1.f, 1.f, 1.f, true, false };

/* Array of GlowColors */
GlowStruct GlowColors[7] = { CRed, CGreen, CBlue, CYellow, COrange, CPurple, CWhite };

/* Main Function */
[STAThread]
void Main(array<String^>^ args) 
{
	/* Set Process to use (csgo.exe) */
	Mem.Process("csgo.exe");

	/* Set Module and store it in Client */
	Client = Mem.Module("client.dll");

	/* Define and start Threads for each function */

	ThreadStart ^ t_ReadData = gcnew ThreadStart(&ReadData);
	Thread ^ ReadDataThread = gcnew Thread(t_ReadData);
	ReadDataThread->Start();

	ThreadStart ^ t_GlowESP = gcnew ThreadStart(&GlowESP);
	Thread ^ GlowESPThread = gcnew Thread(t_GlowESP);
	GlowESPThread->Start();

	ThreadStart ^ t_NoFlash = gcnew ThreadStart(&NoFlash);
	Thread ^ NoFlashThread = gcnew Thread(t_NoFlash);
	NoFlashThread->Start();

	ThreadStart ^ t_Bunnyhop = gcnew ThreadStart(&Bunnyhop);
	Thread ^ BunnyhopThread = gcnew Thread(t_Bunnyhop);
	BunnyhopThread->Start();

	ThreadStart ^ t_Triggerbot = gcnew ThreadStart(&Triggerbot);
	Thread ^ TriggerbotThread = gcnew Thread(t_Triggerbot);
	TriggerbotThread->Start();

	ThreadStart ^ t_Radar = gcnew ThreadStart(&Radar);
	Thread ^ RadarThread = gcnew Thread(t_Radar);
	RadarThread->Start();

	ThreadStart ^ t_KeyInput = gcnew ThreadStart(&GetKeyInput);
	Thread ^ KeyInputThread = gcnew Thread(t_KeyInput);
	KeyInputThread->Start();

	/* Display the Graphical User Interface */
	Application::EnableVisualStyles();
	Application::SetCompatibleTextRenderingDefault(false);

	inVincibleV2PublicRelease::inVincible form;
	Application::Run(%form);

	/* Terminate Threads when the program is exited */

	ReadDataThread->Abort();
	GlowESPThread->Abort();
	NoFlashThread->Abort();
	BunnyhopThread->Abort();
	TriggerbotThread->Abort();
	RadarThread->Abort();
	KeyInputThread->Abort();
}

/* -------------------- */
/* GetKeyInput Function */
/* -------------------- */

void GetKeyInput()
{
	/* Start an infinite loop */
	while (true)
	{
		/* Check if TriggerToggleCheckbox is enabled && TriggerKey is pressed */
		if (TriggerToggleCheckbox && GetAsyncKeyState(TriggerKey) & 1)
			/* If TriggerKey is pressed, toggle the TriggerToggle bool */
			TriggerToggle = !TriggerToggle;

		/* Sleep to reduce CPU usage and to prevent it from toggling it x times a second */
		Sleep(500);
	}
}

/* ----------------- */
/* ReadData Function */
/* ----------------- */

/* Reads non-individual data (now only when necessary) */
void ReadData()
{
	/* Start an infinite loop */
	while (true)
	{
		/* Reads data everytime we go through the loop */

		/* LocalBase */
		LocalBase = Mem.Read<DWORD>(Client + LocalPlayer);

		/* LocalPlayer_Team */
		LocalPlayer_Team = Mem.Read<int>(LocalBase + m_iTeamNum);

		if (GlowEnabled)
			/* GlowPointer */
			GlowPointer = Mem.Read<DWORD>(Client + GlowObjectBase);

		if (TriggerEnabled)
		{
			/* inCross */
			inCross = Mem.Read<int>(LocalBase + m_iCrossHairID);

			/* Trigger_EntityBase */
			Trigger_EntityBase = Mem.Read<DWORD>(Client + EntityList + ((inCross - 1) * 16));

			/* Trigger_EntityBase_TeamID */
			Trigger_EntityBase_TeamID = Mem.Read<int>(Trigger_EntityBase + m_iTeamNum);
		}		

		if (NoFlashEnabled)
			/* FlashMaxAlpha */
			FlashMaxAlpha = Mem.Read<float>(LocalBase + flashMaxAlpha);

		if (BunnyEnabled)
			/* fFlags */
			fFlag = Mem.Read<byte>(LocalBase + m_fFlags);

		/* Sleep to reduce CPU usage */
		Sleep(1);
	}
}

/* ----------------- */
/* Glow ESP Function */
/* ----------------- */

/* What data are we even writing to? */

/*

Mem.Write<float>((GlowPointer + ((g_currentPlayer_GlowIndex * 0x34) + 0x4)), 0.f);    <--------------- How strong should the RED color be represented?   (Atleast i think that's how it is)		0.f -> 1.f (float)
Mem.Write<float>((GlowPointer + ((g_currentPlayer_GlowIndex * 0x34) + 0x8)), 0.f);    <--------------- How strong should the GREEN color be represented? (Atleast i think that's how it is)		0.f -> 1.f (float)
Mem.Write<float>((GlowPointer + ((g_currentPlayer_GlowIndex * 0x34) + 0xC)), 0.f);    <--------------- How strong should the BLUE color be represented?  (Atleast i think that's how it is)		0.f -> 1.f (float)
Mem.Write<float>((GlowPointer + ((g_currentPlayer_GlowIndex * 0x34) + 0x10)), 1.f);   <--------------- Alpha																					0.f -> 1.f (float)
Mem.Write<bool>((GlowPointer + ((g_currentPlayer_GlowIndex * 0x34) + 0x24)), true);   <--------------- RenderWhenOccluded																	    true/false (bool)
Mem.Write<bool>((GlowPointer + ((g_currentPlayer_GlowIndex * 0x34) + 0x25)), false);  <--------------- RenderWhenUnoccluded																		true/false (bool)

*/

/* GetTeamColor Function */
GlowStruct GetTeamColor()
{
	/* If GlowTeamColor is not valid */
	if (GlowTeamColor <= 0 || GlowTeamColor > 7)
		/* Set the default color == red */
		return CGreen;
	/* If GlowTeamColor is valid, return the selected color from the array */
	return GlowColors[GlowTeamColor - 1];
}

/* GetEnemyColor Function */
GlowStruct GetEnemyColor()
{
	/* If GlowEnemyColor is not valid */
	if (GlowEnemyColor <= 0 || GlowEnemyColor > 7)
		/* Set the default color == red */
		return CRed;
	/* If GlowEnemyColor is valid, return the selected color from the array */
	return GlowColors[GlowEnemyColor - 1];
}

/* DrawGlow Function to make our life easier */

/* Passing the GlowIndex of the current player and the Color */
void DrawGlow(int GlowIndex, GlowStruct Color)
{
	/* Take the passed GlowIndex of the current player, and the defined color and draw the Glow */
	Mem.Write<float>((GlowPointer + ((GlowIndex * 0x34) + 0x4)), Color.r);
	Mem.Write<float>((GlowPointer + ((GlowIndex * 0x34) + 0x8)), Color.g);
	Mem.Write<float>((GlowPointer + ((GlowIndex * 0x34) + 0xC)), Color.b);
	Mem.Write<float>((GlowPointer + ((GlowIndex * 0x34) + 0x10)), Color.a);
	Mem.Write<bool>((GlowPointer + ((GlowIndex * 0x34) + 0x24)), Color.rwo);
	Mem.Write<bool>((GlowPointer + ((GlowIndex * 0x34) + 0x25)), Color.rwuo);
}

/* Enable the Spectator Glow (also known as X-Ray) */
void GlowESP()
{
	/* Start an infinite loop */
	while (true)
	{
		/* If Glow is enabled and either ShowTeam or ShowEnemys is turned on */
		if (GlowEnabled && (GlowShowTeam || GlowShowEnemys))
		{
			/* Loop through Entitys */
			for (int g = 0; g < 64; g++)
			{
				/* Read data related to the Glow ESP */

				/* Read the current player's address in memory */
				DWORD g_currentPlayer = Mem.Read<DWORD>(Client + EntityList + ((g - 1) * 16));

				/* Read if the Entity is dormant */
				bool g_currentPlayer_Dormant = Mem.Read<bool>(g_currentPlayer + isDormant);

				/* Only read this data if the current entity is not dormant to reduce CPU usage */
				if (!g_currentPlayer_Dormant)
				{
					/* Glow Index of the current player */
					g_currentPlayer_GlowIndex = Mem.Read<int>(g_currentPlayer + GlowIndex);

					/* Read the current player's team */
					g_currentPlayer_Team = Mem.Read<int>(g_currentPlayer + m_iTeamNum);
				}

				/* Glow ESP */

				/* If current entity is not dormant && GlowShowTeam is enabled && current entity is in my team */
				if (!g_currentPlayer_Dormant && GlowShowTeam && g_currentPlayer_Team == LocalPlayer_Team)
					/* Pass the g_currentPlayer_GlowIndex and the Color through the GetTeamColor Function and draw the Glow */
					DrawGlow(g_currentPlayer_GlowIndex, GetTeamColor());
				/* If current entity is not dormant && GlowShowEnemys is enabled && current entity is in the opposing team */
				if (!g_currentPlayer_Dormant && GlowShowEnemys && g_currentPlayer_Team != LocalPlayer_Team)
					/* Pass the g_currentPlayer_GlowIndex and the Color through the GetEnemyColor Function and draw the Glow */
					DrawGlow(g_currentPlayer_GlowIndex, GetEnemyColor());

				/* Sleep to reduce CPU usage*/
				Sleep(1);
			}
		}
		else
			/* Sleep to reduce CPU usage */
			Sleep(1);
	}
}

/* ------------------- */
/* Triggerbot Function */
/* ------------------- */

/* Triggerbot Function itself */
void Triggerbot()
{
	/* Start an infinite loop */
	while (true)
	{
		/* Check if Triggerbot is enabled && a player is in my crosshair && either Toggle ON || Key pressed && either Teamcheck ON && entity in the opposing Team || !Teamcheck */
		if ((TriggerEnabled && (inCross > 0 && inCross <= 64) && Trigger_EntityBase_TeamID != NULL) && ((TriggerToggleCheckbox && TriggerToggle) || (!TriggerToggleCheckbox && GetAsyncKeyState(TriggerKey) & 0x8000)) && ((TriggerTeamcheck && Trigger_EntityBase_TeamID != LocalPlayer_Team) || !TriggerTeamcheck))
		{
			/* If TriggerBurstCheckbox is enabled */
			if (TriggerBurstCheckbox)
				/* Burst */
				TriggerBurst();
			else
				TriggerShot();
		}
		 
		/* Sleep to reduce CPU usage */
		Sleep(1);
	}
}

/* Shoot Function */
void TriggerShot()
{
	/* TriggerDelay */
	Sleep(TriggerDelay);

	/* If TriggerUseWriteProcessMemory is enabled */
	if (TriggerUseWPM)
		/* +attack */
		Mem.Write<int>(Client + attack, 1);
	/* If TriggerUseWriteProcessMemory is not enabled (Use mouse_event) */
	else
		/* Simulate a left mouse click */
		mouse_event(MOUSEEVENTF_LEFTDOWN, NULL, NULL, NULL, NULL);

	/* Sleep 10 ms to make sure the shot gets through */
	Sleep(10);

	/* If TriggerUseWriteProcessMemory is enabled */
	if (TriggerUseWPM)
		/* -attack */
		Mem.Write<int>(Client + attack, 0);
	/* If TriggerUseWriteProcessMemory is not enabled (Use mouse_event) */
	else
		/* Simulate a left mouse release */
		mouse_event(MOUSEEVENTF_LEFTUP, NULL, NULL, NULL, NULL);
}

/* Burst Function */
void TriggerBurst()
{
	for (int b = 0; b < 3; b++)
	{
		Sleep(TriggerDelay);
		TriggerShot();
		Sleep(TriggerBurstDelay);
	}
}

/* ----------------- */
/* Bunnyhop Function */
/* ----------------- */

void Bunnyhop()
{
	/* Start an infinite loop */
	while (true)
	{
		/* Check if Bunnyhop is enabled && BunnyKey is pressed */
		if (BunnyEnabled && GetAsyncKeyState(BunnyKey))
		{
			/* Check if (jumping || jumping && walking || jumping && crouching || jumping && walking && crouching) */
			/* Don't quote me on this comment above please, this is what i think it is, never checked it */
			if (fFlag == 1 || fFlag == 3 || fFlag == 5 || fFlag == 7)
			{
				/* Check if BunnyUseWriteProcessMemory is enabled */
				if (BunnyUseWPM)
				{
					/* +jump */
					Mem.Write<int>(Client + jump, 1);
				}
				/* If BunnyUseWriteProcessMemory is not enabled (Use keybd_event) */
				else
				{
					/* Simulate a space press */
					keybd_event(VK_SPACE, 0x39, NULL, NULL);
				}

				/* Sleep sixty milliseconds */
				Sleep(50);

				/* Check if BunnyUseWriteProcessMemory is enabled */
				if (BunnyUseWPM)
				{
					/* -jump */
					Mem.Write<int>(Client + jump, 0);
				}
				/* If BunnyUseWriteProcessMemory is not enabled (Use keybd_event) */
				else
				{
					/* Simulate a space release */
					keybd_event(VK_SPACE, 0x39, KEYEVENTF_KEYUP, NULL);
				}
			}
		}

		/* Sleep to reduce CPU usage */
		Sleep(1);
	}
}

/* ----------------- */
/* No Flash Function */
/* ----------------- */

void NoFlash()
{
	/* Start an infinite loop */
	while (true)
	{
		/* Check if NoFlash is enabled && LocalPlayer is flashed */
		if (NoFlashEnabled && FlashMaxAlpha > 0.f)
			/* Remove Flash by setting the value back to 0.f */
			Mem.Write<float>(LocalBase + flashMaxAlpha, 0.f);

		/* Sleep to reduce CPU usage */
		Sleep(1);
	}
}

/* ----- */
/* Radar */
/* ----- */

void Radar()
{
	/* Start an infinite loop */
	while (true)
	{
		/* Check if Radar is enabled */
		if (RadarEnabled)
		{
			/* Loop through Entitys */
			for (int r = 0; r < 64; r++)
			{
				/* Read data related to the Radar Hack */

				/* r_currentPlayer */
				DWORD r_currentPlayer = Mem.Read<DWORD>(Client + EntityList + ((r - 1) * 16));
				/* r_currentPlayerDormant */
				bool r_currentPlayerDormant = Mem.Read<bool>(r_currentPlayer + isDormant);
				/* r_currentPlayerbSpotted */
				bool r_currentPlayerbSpotted = Mem.Read<bool>(r_currentPlayer + bSpotted);

				/* Check if current entity is not dormant && not spotted yet */
				if (!r_currentPlayerDormant && !r_currentPlayerbSpotted)
					/* Set bSpotted to true */
					Mem.Write<bool>(r_currentPlayer + bSpotted, 1);

				/* Sleep to reduce CPU usage */
				Sleep(1);
			}
		}
		else
			/* Sleep to reduce CPU usage */
			Sleep(1);
	}
}
Yep I kept names of everything so people might know XD Didn't quite understand how CSGO loops players, until i saw your source. Thank btw

Edit: I redid your whole source in VB haha just posted glow
Quote Originally Posted by WasserEsser View Post
Looks like my Source :3


C++ Code if anyone interested, contains more than just Glow

Code:
/* 
File:						inVincibleV2PublicRelease.exe
Version:					2.5
State:						Final Release
Language:					C++
Creator:					WasserEsser
Thanks to:					
							- PsychoBitch
							- d366
							- learn_more
							- Geertje123
							- ChrisHD aka darkwrath505 
							- Yazzn
							- morsisko
							- Roskonix
							- pycache
							- HaZeeFFeCt
							- Levak
							- E1oz
Note:						This is the last Version of inVincibleV2PublicRelease. 
							Feel free to use this for your own learning experience since this has helped me so much. 
							I was able to learn so much throughout the Project inVincible so far. 
							Thanks to the awesome ************* Community and Spotify.
							I can't wait to release inVincibleV3PublicRelease! 
							But it will take a while ;)

							Thanks.
*/

/* Includes */
#include "inVincible.h"
#include <iostream>
#include <Windows.h>
#include <TlHelp32.h>
#include <msclr\marshal.h>
#include "ProcMem.h"
#include "OffsetsAndVariables.h"

/* Creating an Object of ProcMem */
ProcMem Mem;

/* Threading Related */
#pragma comment(lib, "user32.lib")

/* Namespaces */
using namespace std;
using namespace System;
using namespace System::Windows::Forms;
using namespace System::Threading;
using namespace msclr::interop;

/* Function Prototypes */
void GetKeyInput();
void ReadData();
void GlowESP();
void NoFlash();
void Bunnyhop();
void Triggerbot();
void Radar();
void TriggerShot();
void TriggerBurst();
GlowStruct GetTeamColor();
GlowStruct GetEnemyColor();

/* Defining Colors */
GlowStruct CRed = { 0.4f, 0.f, 0.f, 1.f, true, false };
GlowStruct CGreen = { 0.f, 0.4f, 0.f, 1.f, true, false };
GlowStruct CBlue = { 0.f, 0.f, 0.4f, 1.f, true, false };
GlowStruct CYellow = { 0.4f, 0.4f, 0.f, 1.f, true, false };
GlowStruct COrange = { 1.f, 0.4666f, 0.f, 1.f, true, false };
GlowStruct CPurple = { 0.3647f, 0.f, 1.f, 1.f, true, false };
GlowStruct CWhite = { 1.f, 1.f, 1.f, 1.f, true, false };

/* Array of GlowColors */
GlowStruct GlowColors[7] = { CRed, CGreen, CBlue, CYellow, COrange, CPurple, CWhite };

/* Main Function */
[STAThread]
void Main(array<String^>^ args) 
{
	/* Set Process to use (csgo.exe) */
	Mem.Process("csgo.exe");

	/* Set Module and store it in Client */
	Client = Mem.Module("client.dll");

	/* Define and start Threads for each function */

	ThreadStart ^ t_ReadData = gcnew ThreadStart(&ReadData);
	Thread ^ ReadDataThread = gcnew Thread(t_ReadData);
	ReadDataThread->Start();

	ThreadStart ^ t_GlowESP = gcnew ThreadStart(&GlowESP);
	Thread ^ GlowESPThread = gcnew Thread(t_GlowESP);
	GlowESPThread->Start();

	ThreadStart ^ t_NoFlash = gcnew ThreadStart(&NoFlash);
	Thread ^ NoFlashThread = gcnew Thread(t_NoFlash);
	NoFlashThread->Start();

	ThreadStart ^ t_Bunnyhop = gcnew ThreadStart(&Bunnyhop);
	Thread ^ BunnyhopThread = gcnew Thread(t_Bunnyhop);
	BunnyhopThread->Start();

	ThreadStart ^ t_Triggerbot = gcnew ThreadStart(&Triggerbot);
	Thread ^ TriggerbotThread = gcnew Thread(t_Triggerbot);
	TriggerbotThread->Start();

	ThreadStart ^ t_Radar = gcnew ThreadStart(&Radar);
	Thread ^ RadarThread = gcnew Thread(t_Radar);
	RadarThread->Start();

	ThreadStart ^ t_KeyInput = gcnew ThreadStart(&GetKeyInput);
	Thread ^ KeyInputThread = gcnew Thread(t_KeyInput);
	KeyInputThread->Start();

	/* Display the Graphical User Interface */
	Application::EnableVisualStyles();
	Application::SetCompatibleTextRenderingDefault(false);

	inVincibleV2PublicRelease::inVincible form;
	Application::Run(%form);

	/* Terminate Threads when the program is exited */

	ReadDataThread->Abort();
	GlowESPThread->Abort();
	NoFlashThread->Abort();
	BunnyhopThread->Abort();
	TriggerbotThread->Abort();
	RadarThread->Abort();
	KeyInputThread->Abort();
}

/* -------------------- */
/* GetKeyInput Function */
/* -------------------- */

void GetKeyInput()
{
	/* Start an infinite loop */
	while (true)
	{
		/* Check if TriggerToggleCheckbox is enabled && TriggerKey is pressed */
		if (TriggerToggleCheckbox && GetAsyncKeyState(TriggerKey) & 1)
			/* If TriggerKey is pressed, toggle the TriggerToggle bool */
			TriggerToggle = !TriggerToggle;

		/* Sleep to reduce CPU usage and to prevent it from toggling it x times a second */
		Sleep(500);
	}
}

/* ----------------- */
/* ReadData Function */
/* ----------------- */

/* Reads non-individual data (now only when necessary) */
void ReadData()
{
	/* Start an infinite loop */
	while (true)
	{
		/* Reads data everytime we go through the loop */

		/* LocalBase */
		LocalBase = Mem.Read<DWORD>(Client + LocalPlayer);

		/* LocalPlayer_Team */
		LocalPlayer_Team = Mem.Read<int>(LocalBase + m_iTeamNum);

		if (GlowEnabled)
			/* GlowPointer */
			GlowPointer = Mem.Read<DWORD>(Client + GlowObjectBase);

		if (TriggerEnabled)
		{
			/* inCross */
			inCross = Mem.Read<int>(LocalBase + m_iCrossHairID);

			/* Trigger_EntityBase */
			Trigger_EntityBase = Mem.Read<DWORD>(Client + EntityList + ((inCross - 1) * 16));

			/* Trigger_EntityBase_TeamID */
			Trigger_EntityBase_TeamID = Mem.Read<int>(Trigger_EntityBase + m_iTeamNum);
		}		

		if (NoFlashEnabled)
			/* FlashMaxAlpha */
			FlashMaxAlpha = Mem.Read<float>(LocalBase + flashMaxAlpha);

		if (BunnyEnabled)
			/* fFlags */
			fFlag = Mem.Read<byte>(LocalBase + m_fFlags);

		/* Sleep to reduce CPU usage */
		Sleep(1);
	}
}

/* ----------------- */
/* Glow ESP Function */
/* ----------------- */

/* What data are we even writing to? */

/*

Mem.Write<float>((GlowPointer + ((g_currentPlayer_GlowIndex * 0x34) + 0x4)), 0.f);    <--------------- How strong should the RED color be represented?   (Atleast i think that's how it is)		0.f -> 1.f (float)
Mem.Write<float>((GlowPointer + ((g_currentPlayer_GlowIndex * 0x34) + 0x8)), 0.f);    <--------------- How strong should the GREEN color be represented? (Atleast i think that's how it is)		0.f -> 1.f (float)
Mem.Write<float>((GlowPointer + ((g_currentPlayer_GlowIndex * 0x34) + 0xC)), 0.f);    <--------------- How strong should the BLUE color be represented?  (Atleast i think that's how it is)		0.f -> 1.f (float)
Mem.Write<float>((GlowPointer + ((g_currentPlayer_GlowIndex * 0x34) + 0x10)), 1.f);   <--------------- Alpha																					0.f -> 1.f (float)
Mem.Write<bool>((GlowPointer + ((g_currentPlayer_GlowIndex * 0x34) + 0x24)), true);   <--------------- RenderWhenOccluded																	    true/false (bool)
Mem.Write<bool>((GlowPointer + ((g_currentPlayer_GlowIndex * 0x34) + 0x25)), false);  <--------------- RenderWhenUnoccluded																		true/false (bool)

*/

/* GetTeamColor Function */
GlowStruct GetTeamColor()
{
	/* If GlowTeamColor is not valid */
	if (GlowTeamColor <= 0 || GlowTeamColor > 7)
		/* Set the default color == red */
		return CGreen;
	/* If GlowTeamColor is valid, return the selected color from the array */
	return GlowColors[GlowTeamColor - 1];
}

/* GetEnemyColor Function */
GlowStruct GetEnemyColor()
{
	/* If GlowEnemyColor is not valid */
	if (GlowEnemyColor <= 0 || GlowEnemyColor > 7)
		/* Set the default color == red */
		return CRed;
	/* If GlowEnemyColor is valid, return the selected color from the array */
	return GlowColors[GlowEnemyColor - 1];
}

/* DrawGlow Function to make our life easier */

/* Passing the GlowIndex of the current player and the Color */
void DrawGlow(int GlowIndex, GlowStruct Color)
{
	/* Take the passed GlowIndex of the current player, and the defined color and draw the Glow */
	Mem.Write<float>((GlowPointer + ((GlowIndex * 0x34) + 0x4)), Color.r);
	Mem.Write<float>((GlowPointer + ((GlowIndex * 0x34) + 0x8)), Color.g);
	Mem.Write<float>((GlowPointer + ((GlowIndex * 0x34) + 0xC)), Color.b);
	Mem.Write<float>((GlowPointer + ((GlowIndex * 0x34) + 0x10)), Color.a);
	Mem.Write<bool>((GlowPointer + ((GlowIndex * 0x34) + 0x24)), Color.rwo);
	Mem.Write<bool>((GlowPointer + ((GlowIndex * 0x34) + 0x25)), Color.rwuo);
}

/* Enable the Spectator Glow (also known as X-Ray) */
void GlowESP()
{
	/* Start an infinite loop */
	while (true)
	{
		/* If Glow is enabled and either ShowTeam or ShowEnemys is turned on */
		if (GlowEnabled && (GlowShowTeam || GlowShowEnemys))
		{
			/* Loop through Entitys */
			for (int g = 0; g < 64; g++)
			{
				/* Read data related to the Glow ESP */

				/* Read the current player's address in memory */
				DWORD g_currentPlayer = Mem.Read<DWORD>(Client + EntityList + ((g - 1) * 16));

				/* Read if the Entity is dormant */
				bool g_currentPlayer_Dormant = Mem.Read<bool>(g_currentPlayer + isDormant);

				/* Only read this data if the current entity is not dormant to reduce CPU usage */
				if (!g_currentPlayer_Dormant)
				{
					/* Glow Index of the current player */
					g_currentPlayer_GlowIndex = Mem.Read<int>(g_currentPlayer + GlowIndex);

					/* Read the current player's team */
					g_currentPlayer_Team = Mem.Read<int>(g_currentPlayer + m_iTeamNum);
				}

				/* Glow ESP */

				/* If current entity is not dormant && GlowShowTeam is enabled && current entity is in my team */
				if (!g_currentPlayer_Dormant && GlowShowTeam && g_currentPlayer_Team == LocalPlayer_Team)
					/* Pass the g_currentPlayer_GlowIndex and the Color through the GetTeamColor Function and draw the Glow */
					DrawGlow(g_currentPlayer_GlowIndex, GetTeamColor());
				/* If current entity is not dormant && GlowShowEnemys is enabled && current entity is in the opposing team */
				if (!g_currentPlayer_Dormant && GlowShowEnemys && g_currentPlayer_Team != LocalPlayer_Team)
					/* Pass the g_currentPlayer_GlowIndex and the Color through the GetEnemyColor Function and draw the Glow */
					DrawGlow(g_currentPlayer_GlowIndex, GetEnemyColor());

				/* Sleep to reduce CPU usage*/
				Sleep(1);
			}
		}
		else
			/* Sleep to reduce CPU usage */
			Sleep(1);
	}
}

/* ------------------- */
/* Triggerbot Function */
/* ------------------- */

/* Triggerbot Function itself */
void Triggerbot()
{
	/* Start an infinite loop */
	while (true)
	{
		/* Check if Triggerbot is enabled && a player is in my crosshair && either Toggle ON || Key pressed && either Teamcheck ON && entity in the opposing Team || !Teamcheck */
		if ((TriggerEnabled && (inCross > 0 && inCross <= 64) && Trigger_EntityBase_TeamID != NULL) && ((TriggerToggleCheckbox && TriggerToggle) || (!TriggerToggleCheckbox && GetAsyncKeyState(TriggerKey) & 0x8000)) && ((TriggerTeamcheck && Trigger_EntityBase_TeamID != LocalPlayer_Team) || !TriggerTeamcheck))
		{
			/* If TriggerBurstCheckbox is enabled */
			if (TriggerBurstCheckbox)
				/* Burst */
				TriggerBurst();
			else
				TriggerShot();
		}
		 
		/* Sleep to reduce CPU usage */
		Sleep(1);
	}
}

/* Shoot Function */
void TriggerShot()
{
	/* TriggerDelay */
	Sleep(TriggerDelay);

	/* If TriggerUseWriteProcessMemory is enabled */
	if (TriggerUseWPM)
		/* +attack */
		Mem.Write<int>(Client + attack, 1);
	/* If TriggerUseWriteProcessMemory is not enabled (Use mouse_event) */
	else
		/* Simulate a left mouse click */
		mouse_event(MOUSEEVENTF_LEFTDOWN, NULL, NULL, NULL, NULL);

	/* Sleep 10 ms to make sure the shot gets through */
	Sleep(10);

	/* If TriggerUseWriteProcessMemory is enabled */
	if (TriggerUseWPM)
		/* -attack */
		Mem.Write<int>(Client + attack, 0);
	/* If TriggerUseWriteProcessMemory is not enabled (Use mouse_event) */
	else
		/* Simulate a left mouse release */
		mouse_event(MOUSEEVENTF_LEFTUP, NULL, NULL, NULL, NULL);
}

/* Burst Function */
void TriggerBurst()
{
	for (int b = 0; b < 3; b++)
	{
		Sleep(TriggerDelay);
		TriggerShot();
		Sleep(TriggerBurstDelay);
	}
}

/* ----------------- */
/* Bunnyhop Function */
/* ----------------- */

void Bunnyhop()
{
	/* Start an infinite loop */
	while (true)
	{
		/* Check if Bunnyhop is enabled && BunnyKey is pressed */
		if (BunnyEnabled && GetAsyncKeyState(BunnyKey))
		{
			/* Check if (jumping || jumping && walking || jumping && crouching || jumping && walking && crouching) */
			/* Don't quote me on this comment above please, this is what i think it is, never checked it */
			if (fFlag == 1 || fFlag == 3 || fFlag == 5 || fFlag == 7)
			{
				/* Check if BunnyUseWriteProcessMemory is enabled */
				if (BunnyUseWPM)
				{
					/* +jump */
					Mem.Write<int>(Client + jump, 1);
				}
				/* If BunnyUseWriteProcessMemory is not enabled (Use keybd_event) */
				else
				{
					/* Simulate a space press */
					keybd_event(VK_SPACE, 0x39, NULL, NULL);
				}

				/* Sleep sixty milliseconds */
				Sleep(50);

				/* Check if BunnyUseWriteProcessMemory is enabled */
				if (BunnyUseWPM)
				{
					/* -jump */
					Mem.Write<int>(Client + jump, 0);
				}
				/* If BunnyUseWriteProcessMemory is not enabled (Use keybd_event) */
				else
				{
					/* Simulate a space release */
					keybd_event(VK_SPACE, 0x39, KEYEVENTF_KEYUP, NULL);
				}
			}
		}

		/* Sleep to reduce CPU usage */
		Sleep(1);
	}
}

/* ----------------- */
/* No Flash Function */
/* ----------------- */

void NoFlash()
{
	/* Start an infinite loop */
	while (true)
	{
		/* Check if NoFlash is enabled && LocalPlayer is flashed */
		if (NoFlashEnabled && FlashMaxAlpha > 0.f)
			/* Remove Flash by setting the value back to 0.f */
			Mem.Write<float>(LocalBase + flashMaxAlpha, 0.f);

		/* Sleep to reduce CPU usage */
		Sleep(1);
	}
}

/* ----- */
/* Radar */
/* ----- */

void Radar()
{
	/* Start an infinite loop */
	while (true)
	{
		/* Check if Radar is enabled */
		if (RadarEnabled)
		{
			/* Loop through Entitys */
			for (int r = 0; r < 64; r++)
			{
				/* Read data related to the Radar Hack */

				/* r_currentPlayer */
				DWORD r_currentPlayer = Mem.Read<DWORD>(Client + EntityList + ((r - 1) * 16));
				/* r_currentPlayerDormant */
				bool r_currentPlayerDormant = Mem.Read<bool>(r_currentPlayer + isDormant);
				/* r_currentPlayerbSpotted */
				bool r_currentPlayerbSpotted = Mem.Read<bool>(r_currentPlayer + bSpotted);

				/* Check if current entity is not dormant && not spotted yet */
				if (!r_currentPlayerDormant && !r_currentPlayerbSpotted)
					/* Set bSpotted to true */
					Mem.Write<bool>(r_currentPlayer + bSpotted, 1);

				/* Sleep to reduce CPU usage */
				Sleep(1);
			}
		}
		else
			/* Sleep to reduce CPU usage */
			Sleep(1);
	}
}
Hi, how can I fix this problem in your source code "void Main(array<String^>^args)"

inVincible.cpp
Quote Originally Posted by vlladyy View Post
Hi, how can I fix this problem in your source code "void Main(array<String^>^args)"

inVincible.cpp
void Main(cli::array<System::String^>^args)
I think it is, he was talking to me about it. Literally everyone reads your source code man xD
Thank you very much! Learned some nice little things.
Quote Originally Posted by lucasheer1 View Post
Hi! Basically just converted C++ source to VB. A bunch of useless code, because i haven't gotten rid of it yet. Enjoy! (Haven't tested VAC)

Pastebin

or

http://pastebin.com/SnGQ6bxL

Edit: Credits: Google (IDK who made the C++ source)

Shitty VB.NET hack lol...
Thats not a full hack.
Imports - ??? -
ppftttt too bad xddd
Quote Originally Posted by prolife200 View Post
Shitty VB.NET hack lol...
Thats not a full hack.
Imports - ??? -
ppftttt too bad xddd
why is this shity ? looks pretty nice .
Quote Originally Posted by prolife200 View Post
Shitty VB.NET hack lol...
Thats not a full hack.
Imports - ??? -
ppftttt too bad xddd
Why should you Import something, if you dont need to?
Quote Originally Posted by prolife200 View Post
Shitty VB.NET hack lol...
Thats not a full hack.
Imports - ??? -
ppftttt too bad xddd
If you knew what you were talking about, you would know that this is the exact same code seen in c++... VB supports the same wpm/rpm c++ does lol There is NO difference.
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